ActionScript 2.0 :: Exported Sounds Can't Hear Them When Loaded?
Feb 17, 2005
I exported sounds into subMain.swf and when I publish the movie, and I tell them to start, they do. But, when I load subMain.swf into my main.swf and I tell them to start from there, they don't.
I exported sounds into subMain.swf and when I publish the movie, and I tell them to start,they do. But, when I load subMain.swf into my main.swf and I tell them to start from there, they don't.
We have a number of SWFs that we use as asset libraries.These SWFs each contain a bunch of statically exported symbols.I'm trying to make a tool to help catalog our assets.I want the tool to be able to load these library SWFs and extract a list of all the exported symbols each contains.Is that possible to do?I can't find a way to enumerate or iterate over the exported symbols in the application domains of the loaded SWFs.
(I could swear I saw an example of doing this in documentation somewhere, but now I can't find it... I'm wondering if I dreamed it, or misinterpreted some other example.)I'd be game for doctoring up the library SWFs in some way, e.g. m
I have a bunch of symbols defined inside of a .fla file which are exported for actionscript -- IE, given a class definition name. In this .fla file, there is one symbol that pretty much contains all of the other symbols. The definition names are basically used to locate each symbol so that I can wrap each symbol with appropriate functionality.Also, sometimes I want to create a new instance of the symbol, so that is nice. Anyway, here is an example of the code that finds children based on their class name, it works nicely:
Code: public static function getChildByClass(target:DisplayObjectContainer, className:String):DisplayObject
In a flash project, I am loading an external SWF that has some symbols in its library exported for ActionScript. I need to create instances of those symbols but, since it's a loaded SWF I don't have direct access to that classes.
I have several SWF's (secondary) published that I want to load into a main (primary) SWF file when the corresponding button is released. I'm currently using loadMovie to load external SWFs into a container_mc on main stage of primary SWF. This works, the secondary SWF loads when it's button is released.But, the secondary SWF has items in it's library that Export for Actionscript, and they should load onto the secondary SWFs stage inside a container_mc (has a different instance name from the one used in main stage). These library items are not showing up. One should load immediately, the others after button releases. None are loading.Should this work? Will items in the library of the secondary SWF that are set to Export for Actionscript be available to load once the secondary SWF is loaded into the primary SWF? Do I have to share the library of the loaded SWF with the main SWF?
I'm loading SWF B into SWF A... SWF B has sounds in it's library that have been exported for actionscript. Can I access those from SWF A? And if so, how?
My project calls for a single swf that, sent a filename variable through the page in which it is embedded, will load a mp3 file and play it on demand. Whole process is called streaming. I got that down cold. But visualization! My client tells me that he wants visualization, like in Windows Media Player! Of course, I said, you can't expect something that graphically appealing, out of Flash. But I still must relate some kind of visual aspect to the sound imported, updated only via script.
In fact, I was told by this needy consumer that the little sound-listening console at Flashkit would be a perfect result. Either a bunch of bars, or a windows-media-player-esque wave scope. That's what I need, and I have no idea where it start with getting Flash to detect different qualities of the sound.
The only thing I could imagine would be user-set volume, balance, etc. but that would result in a box being resized by anything the user changes, so it's out of the question.
I'm really at loss here (6 hrs straight and liters of coffee and i cannot indetify the problem) and I would REALLY really appreciate your help-- A LOT *sigh* Here's the scenario: I'm tying to build my new flash site as modular as possible (learning from past mistakes). Among others, I'm importing a MC containing all menu functions onto the main timeline via loadMovie(). This mcMenu.swf also contains the sound effects for the menu which are being attached via actionscript in the first frame:
in Chrome on Mac and in Chrome, Opera and Safari on PC, it appears to be playing sounds twice, generating an unwanted echo-effect with a rather random delay(always under half a second though).
I have 2 swf-files that communictes through a LocalConnection, the main swf simply calls a function on the second swf and passing a url to an mp3-file as parameter. The second swf then loads the file and onComplete plays it.
This works perfectly on IE(that's a first) and Firefox on both mac and PC but echoes as mentioned above.
I even implemented a double-check to make sure a sound wouldn't play if a sound is already playing.
Some sample code:
var audio:Sound; var isPlayingSound:Boolean = false; var soundURL:String;
However when doing so it then has to load this sound file even before the preloader can display. One work around I've used before is to make a swf that just loads the entire second swf. This ensures that everything will be loaded at the start.However, if possible I would like to avoid this. I know that if i place the sounds on the stage (after frame 1) the preloader works fine, but at that point Im unsure how to access them within my as3 files.So if anyone knows how to ensure the sounds do not get loaded before the preloader starts and I am still able to control them via actionscript.
Im using loadMovie within a .swf on level 1 to load an external movie into level 2. But when this happens the sound function doesnt work. The 2nd movie being loaded has the newsound defined and everything within itself. It plays if i run that swf seperately or using ctrl+enter. Yet when the 1st movie calls the 2nd movie onto level 1 at runtime.The sound in the 2nd movie doesnt play. But its button sounds all seem to be working.
I followed the mp3player tutorial (part 3) from [URL] and got it working fine. Only problem is that the setVolume I'm trying to use with my music is affecting all my other sounds - button sounds and background sound. I'm aware of the createEmptyMovieClip/attachSound approach and got it working on my other sounds. But Lee's tutorial-mp3player is using a slight different technique, and so my normal approach doesn't quite work.
I want to synchronize sounds perfectly to do a kind of Audio Mixer, using different sounds. [URL] does it perfectly, I've been researching and researching and I just don't know how to do it! How does [URL] synchonize audio so perfectly? you can even change sounds and the new ones will come on time! How do I do that? Is it just Action Script? or something else?
I can see and hear normally on youtube or some direct site. But if I try to veiw a youtube vid linked at some forum I can only hear the video and am unable to see it. I just upgraded to Windows 7 64 bit. The same thing happened on my laptop when I upgraded to Windows 7.
I am trying to animate a character talking in CS3. What should I do to be able to hear the dialogue when I drag on the timeline? Currently I can't hear anything, but if I test the movie it plays fine.
I have a film with 4 scenes in it: Here's a link to the film and as you can see the film does not play the music the second time because of the StopAllSounds function which is probably the wrong code to use. The first scene is just a button with 1 frame, a stop action and a music clip. The second scene is the film. The third scene is the credits fourth scene is a Play again button. I have a Stop all Sounds action on the fourth scene because if I do not use it and I press the Play Again button, the music from the first song keeps playing but also the music from the film starts up again so it starts to play twice. What I want to know is, how do I get the music to stop at the end of the film but start up again once I hit Play Again?
I am using Flash CS3 if that helps and using Actionscript2.
I have made a javascript/flash system to play sound effects on an AJAX-based game I have made. For some reason, on some systems (it appears to be just Firefox 3 on Windows XP), users can only hear the sound effects play while the window is in focus. If they minimize the window or are looking at a different window the sound effects don't play.
I was searching around the internet for a way to talk to others without installing software like Skype. I found a site called DED Messenger which allows you, using flash, to talk with each other. Could someone here at Kirupa write a tutorial, following on from the earlier Microphone one to allow other people to hear what you say?
var mySound:Sound = new Sound(); mySound.loadSound("http://192.168.0.121/work/vivek_php/fatima/myFavSong.mp3"); mySound.setVolume(20); trace(mySound.id3); mySound.start(); trace(mySound.position);
I am developing video chat application. I am able to play published video stream. But I am unable to hear sound which is published along with the video. The video is visible but sound is not comming.What is going wrong.
I am trying to display local flash swfs in the WebView. I have WebView set up and it will happily display local HTML files, but when I try to display Flash, the screen is blank. The flash file is running as I can hear the audio. I have noticed that most swf players from the android market suffer the same issue.
We're running a permission-based audio stream to be amplified through in-store sound systems, but are unsure about basic hardware requirements. What basic features must all hardware have to log into our server via username/password and receive audio signal?
I was wondering if anyone could help me get some information on audio limitations in flash. Is it possible to have audio "scrubbing" that allows you to hear the audio as you scrub? Currently the only way I know to do this is by having it on the timeline, and set to stream. Using this method seems to be causing more issues than it solves. Preferably I would just like to load the audio in dynamically and then scrub through it. Is it possible to use that method and then still retain the ability to hear it as you scrub through it?I am having with the audio on the timeline. The main issue with this is that I have to manually add frames to the timeline, in addition to that I can not dynamically load the audio through xml. Well not that I know of.I think the best route is probably loading in the audio dynamically.
I'm freaking a bit here. I've committed to building this branded, simple quiz for a client, and I've got the basic functionality running now in an un-designed shell UI. The app is just a landing state, a string of 15 questions built dynamically using a single state, and a result state. Minimal Actionscript controls these rather sparse three layouts, and my 'release' exported .swf file is 308 KBytes. That's a bigger .swf than this giant, giant scrapbook application I was just working on strictly in Actionscript. And I haven't even added the design assets (including animations) to the project yet! I'd hate to see what size this file will be once the graphics assets are added.
Is this simply a drawback of using Flex? Is there some way to slim down the library of classes that are exported into the .swf or something? The amount of code I've written in this thing is ridiculously small, so I'm now wondering if simply using the Flex framework adds this much dead weight to the .swf file?
Q1. I am new in flash CS4. I have tried to export an simple flash which just contains a square to .swc file using Publish and Export Movie, but there only has one .swf file exported. No .swc is found. I already selected the export to .swc file in Publish Settings, however the result is sameQ2. I have tried to export a .swc file on the Library Panel. It works. However, when I import it into Flash Builder. I can't find any new component in the Custom Component Panel in Flash Builder